В фолл я играл не долго, но могу посоветовать Welcome to the Wasteland - приходится дольше качаться; еда становится востребованной, поскольку лечит теперь неплохо, хоть и облучает; стимы не валяются в каждом третьем унитазе... Полный список изменений с нексуса: [buspoiler]1) Made food much more healthful and more irradiated. (food is now a main source of HP and it's important to stock up at your local tavern for long treks) 2) Made stimpacks very rare, ultrapowerful and very expensive. (more like FO2. remember how expensive stims were in the first half?) 3) All medicine now weighs 0.5, and food weights have been adjusted as well (most are 0.5 but some are 0.1, no more huge stockpiles, you'll have to decide between guns/meds/food/armor etc now.) 4) Changed the 'enchantment' quality of nearly all clothes and armor (no more +5 repair vaultsuit. some armors such as power armor now have more damage resistance quality, etc. no more changing suits to repair your weapons.) 5) Increased accumulation rate of radiation in irradiated areas and when swimming in water (use protection of any kind you can get) 6) Changed radiation/hp values for drinking from sinks (more rad. finding food is better now.) 7) Food Sanitizer now has a great effect on unpurified water and overall better usage. also weighs a lot less, worth a lot more (sell it? keep it? hmm) 8) Rebalanced some overpowered perks like Educated, Explosives Expert. (those 'regular' skill perks might seem more appealing now!) 9) A bit less ammo boxes in the game, but more ammo at vendors (little boost to melee chars and more of that fallout wasteland feel) 10) Bullets price value raised to rebalance weapon availability (early game guns bullets more expensive, but the stronger the weapon, ammo prices raise exponentially. this is done to restrict the player from having *reliable* use of high level weaponry too early on, and give a more gradual feeling to weapon use) 11) Combined with the PaceMod. less xp for combat/hacking/lockpicking, more for finding new locations. (exploring is better encouraged but you can explore much more before capping out) 12) Shifted things around so that you'll find less loot around your starting area. exploring further is harder, much harder, but has its rewards too. 13) Rebalanced some of the more ridiculously overpowered items and weapons. 14) Removed many skill books (300 something is frankly insane. as hard as they are to find, I must accept that for replay value alone, there better be less) 15) Reduced caps generation in random loot 16) increased the effects of SPECIAL abilities on stats like HP points, carry weight and VATS points 17) Slightly more damage to player in VATS mode 18) Removed some exploits like the free purified water from housebots 19) Lowered the rewards of some quests, especially freeform ones. 20) moved many (as many as i could find) 'ladykiller' and 'black widow' special dialogue to CHARISMA checks (more fallouty, more sensible, charisma less useless). Changed some speech checks to charisma or added another optional for a charisma check instead. 21) Small XP awards for successful intelligence/various stat in conversations (not all) 22) Removed free purified water from housebots 23) My First Infirmary no longer cures radiation poisoning (doctors, radaway and rad protection are all you got now) 24) Sleep no longer restores limb damage (THANK YOU KSCHENK!) 25) Auto-aim help is reduced by a very small fraction 26) You get 1 skill point per 2 INT points, and 3 more skill points per level (Thanks Xodarap for making this perk!) 27) Followers use ammo and are generally weaker --- they're an investment. they're incredibly powerful so long as you keep them alive and with weapon. They're also less aggressive. they wont run around trying to clear fort constantine on their own, but they will defend you and themselves. They start with a good ammount of ammo, however, and will pick up guns from fallen enemy themselves when in combat and out of ammo. 28) Caravans and their guards are tougher. They'll survive a radscorpion attack in high levels now. probably. + I've uploaded a new minimod which in effect is a plugin to the main Welcome To The Wasteland balance mod. The idea for this plugin was conceived by Sage2, and in effect changes the way weapon skills and weapon balance in the game. * All pistols and submachine guns are now classified "hand-guns" and are controlled by DEX and the new "Hand-Guns" skill (previously 'small guns'). * All rifles are now classified "long guns" or "long barreled weapons" and are controlled by the new "Long Guns" Skill and Perception Ability (previously 'energy weapons'). * Guns are also rebalanced so that each gun has a role to it, and in addition to changes in the main "Welcome To The Wasteland module" (affecting ammo prices and ability/skill management as well as reduction in overall VATs points which is critical), this creates a new combat tapestry. All weapons have more variety, but handguns and rifles play distinct roles. [/buspoiler] Ultimate Perks Pack - добавляет новые перки - лично мне показалось, что с ним получать уровни стало гораздо веселее: повышение уровня AP и получаемого EXP по пятницам у Thanks God It's Friday! - есть в этом что-то...